RimWorld

RimWorld

Dismantle Ancient Junk
66 Comments
Proxyer  [author] Apr 26 @ 12:10pm 
@BlackSmokeDMax
Thank you! I will add this as a note of caution.
BlackSmokeDMax Apr 26 @ 6:30am 
@Proxyer yep, understood, didn't post this for you to do anything about it, more just so the community would know a possible source of their errors.

Oh, maybe you could post a "if you see some errors, make sure you aren't using this with the similar options turned on in "Tweaks Galore" in your description above. May go a long way to reducing peoples headaches, haha.

Think I'll post a similar suggestion on that other mod I posted.

Thanks for your time!
Proxyer  [author] Apr 25 @ 9:24pm 
Regarding the flag that allows ancient junk to be dismantled, I don't think it will cause any problems with mods other than those listed in the description as incompatible (with the same functionality).
Airdog20 Apr 25 @ 9:19pm 
not tried it but any mod that gets rid of this crap on my map is good. specially in the sealed vault stuff
Proxyer  [author] Apr 25 @ 9:18pm 
As explained in the "Compatibility" section of Rebalanced Ancient Junk , changes to drops (through scrapping and destruction) may affect compatibility between mods.
Proxyer  [author] Apr 25 @ 9:12pm 
Hello BlackSmokeDMax. Thank you for reporting.

This mod is composed of patches, so it is not compatible with mods that modify data after the game starts or after saving data is loaded. If such modifications are made, the changes made by this mod may be lost.

It is not possible to know which mods are incompatible with this mod until it actually combine them, but mods that modify ancient junk will definitely have an effect, even if they are not mods that have been confirmed to be incompatible as described in this workshop.
BlackSmokeDMax Apr 25 @ 4:13pm 
For anyone kicking up errors with this mod I figured out it was "Tweaks Galore" that was doing a similar thing. It is buried in the options and I must have turned that on at some point. Now loading up Rimworld no longer pops up the log with red errors.

It's possible it wasn't affecting this one, and maybe it was "Rebalanced Ancient Junk" which was the one that was having a compatibility issue with Tweaks Galore, but I figured this note would give people something to be wary of. This is basically a copy/paste this in the "Rebalanced Ancient Junk" comments as well just in case.

Mod author: Thanks for a great mod!
Proxyer  [author] Oct 14, 2024 @ 11:53am 
Hello Felcat.
Yes. Although the colonists of planet RimWorld were superhumans who could knock down trees with their bare hands, it was fortunate that they were unable to destroy the door to the ancient ruins. :lunar2019grinningpig:
Felcat Oct 14, 2024 @ 10:19am 
yay no more punching
Proxyer  [author] Jun 22, 2024 @ 11:47am 
Update : 23 Jun, 2024
v1.5.2
- Made the dirt cube sculpture, stone cube sculpture, sand cube sculpture, and scrap cube sculpture from the Anomaly DLC able to be dismantled, and leaving behind some materials except for the dirt cube sculpture.

Thanks to |dvh| for suggesting this.

@|dvh|
I made it possible as you requested. I hope you like it.
Proxyer  [author] Jun 22, 2024 @ 10:28am 
Hello |dvh|.
I'll check the Anomaly DLC to see if that's possible.
|dvh| Jun 22, 2024 @ 6:25am 
Thank you for this mod! Can I request the ability to dismantle cube sculptures that my colonists make after being exposed to the Golden Cube?
Proxyer  [author] May 21, 2024 @ 7:25pm 
@Psyckosama
When I checked if the existing MOD had the same function, there was already a VVE - Deconstructable Vehicles Junk mod. If you like it, please try. If you have a problem with compatibility, please report again. Thank you.
Proxyer  [author] May 21, 2024 @ 7:15pm 
Hello Psyckosama.
It is compatible with Vehicle Framework Mod. Let's make sure it is possible.
Psyckosama May 21, 2024 @ 3:12pm 
Any chance of a Vehicle framework version that will have vehicles drop vehicle parts?
Proxyer  [author] Apr 21, 2024 @ 4:03am 
Update : 21 Apr, 2024
v1.5.1
- Update Ideology DLC patch "Ideology_Building_Ancient_JunkScrap_Patches.xml"

Fixed:
- Ancient pipeline section were no targeted for dismantle.

If the pipe is damaged and destroyed, it will drop 6 pieces of steel slag chunk, but if it is dismantled, the colonist can collect 50% of it (steel slag chunk x3). It takes less time to dismantle than to destroy.

@Monkey Magic
It's so late, but I think I've solved the problem. Thank you for your report.
Proxyer  [author] Apr 15, 2024 @ 5:43am 
I think the basic concept of this mod is "it is funny that we can dismantle more resources from ancient scrap than we can dismantle from the mechanoids just defeated".

So I'm trying to keep a balance between not too much and not too little (basically too little).

@Monkey Magic
Thank you for your comment.
Proxyer  [author] Apr 15, 2024 @ 5:29am 
Please wait for the modified resource (%) to update a mod "Configurable Deconstruct Percentage." that can change.

Perhaps the pipes was 3000 years ago were rusted and no steels or slag chunks.

Mod Concept:
Developers have determined that they cannot be collected from those ancient scraps. I don't think they can't get it at all.

However, I think it is strange that it can be collected more than the steel vein that can be mined by dismantling scraps.
Monkey Magic Apr 15, 2024 @ 2:58am 
Not exactly sure what you are using here to calculate values of different junk, but:

Breaking down an ancient pipeline:

-without the mod spawned 5-7 pieces of scrap
-with the mod (deconstructing) I only got the one piece.

Used the same pawn each time, reloaded save and tried multiple times with the same results pretty much. The mod description states:

"If you dismantle ancient junks, you will get twice as many resources as destroy it." Nope, that did not happen, kinda sad.

The only gain is when deconstructing smaller items that without the mod the game will let you deconstruct, but obtain nothing. This mod will offer up basic resources, and sometimes components.
Proxyer  [author] Mar 13, 2024 @ 7:08pm 
Update : 14 Mar, 2024
v1.5.0
- Update tags for Rimworld 1.5.x.
Proxyer  [author] Oct 29, 2023 @ 3:53am 
@Magikarp
Your wellcome!:cupup:
Magikarp Oct 29, 2023 @ 2:24am 
Woah! You took my suggestion, and dang you did it fast too, Thanks!
Proxyer  [author] Oct 28, 2023 @ 3:20am 
@Magikarp
Thank you for request. :lunar2019wavingpig:
It may not be what you expected, but I hope it helps play.

Update : 28 Oct, 2023
v1.4.5
- Medieval Overhaul Mod structures (ancient ruined battering ram, ancient ruined siege tower, ) have been dismantled.

Note: Because it is rewritten by DLL, the structures in the ruins cannot be completely dismantled during the quest. When the quest is completed, the archeological structure can be dismantled.
Proxyer  [author] Oct 27, 2023 @ 10:18pm 
Now, when I checked Buildings_ruins.xml, "AlwaysDeconstructible" was true for dismantling, but it seems that it is intentionally impossible because it has been commented out.

By simply adding the above comments with a simple patch, it is possible to have no work time and have no resources to be obtained.

But, it does not fit this MOD concept, so it is necessary to add work time and obtained resources to the patch. I need a little time, but I'll try it. Thank you.
Proxyer  [author] Oct 27, 2023 @ 10:09pm 
Hello Magikarp.
Is it a furniture (object) in the ruins?
I haven't subscribed to "Mediever Overhaul Mod", so I'll check it.
Magikarp Oct 27, 2023 @ 5:35pm 
Any chance we can get a patch for medieval overhaul? most of it is deconstructable, but it just makes the bits that aren't even more frustrating.
Proxyer  [author] Oct 18, 2023 @ 8:29pm 
Oh!
It may be a good idea to publish the patch you created (for example, VVE Patch for Dismantle Ancient Junk) in the workshop as your own MOD.
The Blind One Oct 18, 2023 @ 5:28pm 
Do integrate it into your own mod though if you have the desire. I'm just playing around with modding a bit, not committing to anything and I don't mind if you integrate it into your mod, in fact, that would save me the trouble :lunar2019laughingpig:
The Blind One Oct 18, 2023 @ 4:52pm 
Yeah I was making a patch for VVE myself just right now :lunar2019crylaughingpig:

And then it hit me ... ahhh he needs the work time to determine how long it takes to dismantle the junk derp derp.
Proxyer  [author] Oct 18, 2023 @ 4:25pm 
Hello The Blind One.
Q : Why did you add 'work to build' costs to the items?
A : It was too impractical for the colonists to be dismantled the moment they came into contact with the junks. So I thinked needed more time and added the work.

Patches for VVE MOD may be interesting.Thanks for the suggestion. :cupup:
The Blind One Oct 18, 2023 @ 3:50pm 
Oh yeah and might be a cool idea to add 'car parts' to the car related items if VVE is installed as well.
The Blind One Oct 18, 2023 @ 3:49pm 
Question:

Why did you add 'work to build' costs to the items?

Does this impact the deconstruction process somehow?
Proxyer  [author] Aug 18, 2023 @ 11:11pm 
Update : 19 Aug, 2023
v1.4.4
- Update RimWorld 1.4.3704.
- Incompatible with Worthless Junk (Continued) has been added.
Proxyer  [author] Jan 21, 2023 @ 3:32pm 
Hello Chummy.
Depending on the biome, I think it's difficult to secure basic resources. I'm glad this mod helped your game play.
Chummy Jan 21, 2023 @ 10:21am 
thank u for this mod, makes solo tundra starts a lot easier
Proxyer  [author] Dec 2, 2022 @ 4:04pm 
Hello Torcalie. I’m glad you like this. :lunar2019grinningpig:
Torcalie Dec 2, 2022 @ 2:40pm 
THANK YOU PROXYER FOR MAKING THIS
Proxyer  [author] Nov 7, 2022 @ 3:24pm 
Added [1.4] Buildable Ancient Ruins incompatibility to description.
Proxyer  [author] Nov 5, 2022 @ 2:40pm 
Hello Alt.
I agree. There are still options to unlock without dismantling. However, I also think that it would be nice if you could come with x10 times longer time to unlock the door. In fact, the time (ticks) is limited and the working time cannot be extended. :lunar2019laughingpig:
Alt Nov 5, 2022 @ 1:36pm 
"Added compatibility patch for Vanilla Factions Expanded - Ancients. Ancient buildings (Ancient supply slingshot, Vault wall, Vault door, Large locked door) will be dismantleable."

ah thats why now i can dismantle walls and doors... Kinda bummer. mod creator specifically made them not dismantleable so that player was forced to hack door consoles or break walls/doors..
Proxyer  [author] Oct 25, 2022 @ 12:19pm 
Update : 26 Oct, 2022
v1.4.3
- Update for RimWorld 1.4.3527.
- Added compatibility patch for Biotech DLC. Ancient Exostrider Parts, Ancient Mech Gestator, Ancient Basic Recharger, Ancient Standard Recharger, Ancient Band Node, etc... will be dismantleable.

But ancient exostrider midsection can't dismantleable. Because you won't be able to get the "mechanoid transponder".

@int_541 and all users
Kept you waiting, huh? :lunar2019coolpig:
Proxyer  [author] Oct 25, 2022 @ 3:58am 
Reverted to v1.4.2.
I've confirmed that it doesn't make sense, so role back. I apologize for any inconvenience.
Proxyer  [author] Oct 25, 2022 @ 2:29am 
I can't do anything without checking the contents, so I bought Biotech DLC. I'll try to see if I can do it. Please don't expect too much.
Proxyer  [author] Oct 24, 2022 @ 11:23pm 
There is no defName "AncientExostriderRemains" other than Biotech DLC (of course it is not specified in this Mod), so I think that the object of the problem is probably the thing specified by Class="Building_AncientMechRemains".

I don't think this is a problem that can be solved unless I buy the DLC and see what the Class specifies.

In the worst case, may have to add incompatibility with Biotech DLC with mods.
lowlander Oct 24, 2022 @ 11:05pm 
Deconstruct option still appears. If it helps, I've added the object properties below. Perhaps filter on the class and def?


<thing Class="Building_AncientMechRemains">
<def>AncientExostriderRemains</def>
<id>AncientExostriderRemains37778</id>
<map>0</map>
<pos>(199, 0, 197)</pos>
<health>3000</health>
<questTags IsNull="True" />
<instigator>null</instigator>
<thingsIgnoredByExplosion />
<countdownTicksLeft>-1</countdownTicksLeft>
<letterSent>True</letterSent>
</thing>
Proxyer  [author] Oct 24, 2022 @ 2:46pm 
P.S.
This fix will not affect anyone who has not purchased or disabled the Biotech DLC.
Proxyer  [author] Oct 24, 2022 @ 2:41pm 
Update : 25 Oct, 2022
v1.4.3
- Update RimWorld 1.4.3525.
- As a countermeasure to the Biotech DLC transponder reported by @int_541, Mod have switched to a non-patching method for Ancient scraps that would probably be the case if checked the Biotech DLC.

Note: I has not been able to confirm the problem part because the Biotech DLC has not been purchased. This is just a speculative fix.
Proxyer  [author] Oct 24, 2022 @ 2:15pm 
Hello int_541.
Thank you for your report.

I haven't purchased the Biotech DLC yet, so I can't confirm specific information about AncientExostriderRemains.

As a temporary measure, if Biotech DLC is enabled, set AncientExostriderRemains (Warwalker, Warspider etc..) to no patch change.
lowlander Oct 24, 2022 @ 1:32pm 
FYI: The "Ancient exostrider midsection" from the Biotech DLC seems to be broken by this mod. Destroying it is necessary to obtain the transponder to research mechtech, but with this mod installed, deconstructing the midsection results in no transponder appearing
Proxyer  [author] Oct 21, 2022 @ 6:56am 
Update : 21 Oct, 2022
v1.4.2
- Update RimWorld 1.4.3523 (unstable).
- Added compatibility patch for Vanilla Factions Expanded - Ancients . Ancient buildings (Ancient supply slingshot, Vault wall, Vault door, Large locked door) becomes possible to dismantle.

Thank you Bullzeye101 for your suggestion.